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Everything posted by Spacemanspark
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Link to the wiki page: http://nanotrasen.se/wiki/index.php/Vox This behaviour does not fit very well for member of the security staff, who need to risk their live for the wellbeing of the station. However, from what i could observe, most vox players don't bother applying this lore, and pretend to be bold and 'badass' space birds. TL;DR: Vox are cowards and shouldnt work in security at all. And this means they can't and should be hindered from doing so? I like the lore, but this should /not/ mean that it should hinder gameplay. If they do it well, then I say go with it.
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Again, we need to revert to what we had before Fox started nerfing/ porting things over.
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The whole point of this game is how silly and paranoia inducing it is. Roleplay is very important, too, yes, don't get me wrong. NanoTrasen wouldn't hire pretty much /ANY/ of the players In game characters we come up with.
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They are.
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Have you ever looked through a bag? You can't see anything through it, minus some colours.
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How would you actually see who you're assassinating, though? Make it so you go blind as well when you put it on your head.
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That, and the people will just waste MORE time to run over, get the autodrobe, place it somewhere else, and then have to turn the APC off and on again to get it to work, THEN choose what they want. So, yes, that is pretty bad logic. With the other ones, you knew what jumpsuit/ hat/ shoes you wanted, and you got it and left. Maybe hacked the machines to get the other options, but other than that there wasn't really any messing around. I've sat FULL rounds in that room as Kei, when I played civilian. That's what they did. When I latejoin or start at the beginning of a round, I go there to get the darkblue jumpsuit (Which is now just blue.) and don't see too many others go there. I get what I need and go.
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Please provide proof of these players, because I've NEVER seen this. People decide what they want and get on with their job.
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Ok, there is actually a chance that we will get paincrit stuns back. No instant beams (Which we should get back too, in my opinion, but this is better than nothing. Even though the admins doing this shouldn't be in the first place without talking with the damn playerbase.), however. Let's demonstrate that we, as a playerbase, are very much important when it comes to admins making large decisions like this.
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The jacket can replace security armour (Same as the camo pants to security jumpsuit) if an officer chooses, and it should probably go in the security wardrobes (probably should be three per wardrobe locker.) and one in the Head of Security's wardrobe locker. The Camo pants should probably also be able to be obtained from the autodrobe, as well as the security wardrobes. As for the Bandanas, place them in the clothing lockers with the appropriate locker. Blue goes with the blue locker, black/ skull goes with the black locker, red goes in the security wardrobes, etc.. Maybe make it so you can colour them with crayons in the washing machines as well.
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Funny enough, one of the recent updates removed the Head of Personnel loyalty implant.
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Can we stop trying to nerf weapons already?
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During a map update that happened today, we removed the vending machines, bar the autodrobe (Now in the derelict dance bar), from auxiliary storage. They were replaced with some clothing lockers. I would like to place these vending machines back, I don't see why these were removed in the first place. Players like to decorate themselves quite often, and we shouldn't be trying to prevent style. I promise I'm not making this because Kei can't get a darkblue jumpsuit anymore.
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Now all that's left is to make a whole mini station, complete with engineering, atmos, medical, and science areas (But no security, obviously.).
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All three items from NT code. Ignore the non bandana items on the first image, obviously. Do you guys prefer Nienhaus' sprites for bandanas or these? I like them both, maybe tilting slightly more to the NT code ones, but I wouldn't care either way. Also, those yellow doors mean that anyone can access it. Pretty sure we have that now.
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The pods aren't indestructible at all, I've shot them until they've blown up before.
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Bumping this because I still think we should have this. I'll post a better picture of this and a military jacket/ camo pants for Security as well.
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At least you didn't try hitting the thing. Trust me, just run when you see those things. EDIT: We've done it, guys.
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Allow tasers to be modified into unsafe lasers
Spacemanspark replied to Wintermote's topic in Suggestions
isn't there a way to already do this with the batteries and plasma somehow? That's a stun prod, mate. -
Right, since this is a job I like quite a bit, and with the recent secbelt nerf that prevents you from carrying a taser inside your belt, I think it's time we actually got down and finally got this done with. It's already been discussed on other threads, and there are some pretty neat ideas for what we can do. The first idea is to just finish the taser module for the sec pod pilot so it actually fires, maybe make it possible to somehow make a laser module as well. It could be made in Robotics, but would do less damage, maybe overheat/ stop working temporarily if used too much, and would have to pull energy from the pod to charge it again/ cool it down. The second idea came from Sheakhan, and it is as follows: Code like mechs, really big mechs. That'd add the extra awesome factor of being able to swap out weapons and such, and having a limited air supply (though still pretty sizeable). Though similar, it would also have the limited air supply (Which would refill if you flew it into an area with oxygen, probably.), and perhaps we could have a mech like recharger for it as well, where you park it on the recharger and then wait a bit.
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You can remove it if you want, but most Head of Personnel players secretly just make their ID all access anyways. Unless we can somehow prevent that, it really won't matter.
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The closest to what you're describing was Cy Roberts using a chem sprayer filled with water in escape so that people would slide all over the place. He'd never lube a thing! On the topic: I like this idea. For instance using the wirecutters on harm intent could clip them immediately and deal some brute damage as a bonus. Cy does that all the time. Anyways, no, seriously. We'd have assholes running around in groups so they could stun Tajaran and then clip them. The brute damage is just rubbing it in, too. If we actually add this, at least make it take time before they clip off. I did originally support a nerf of the claws, but since they're really hard to decapitate someone with, thanks to DaveTheHeadcrab, I'm pretty ok with where they are. In theory, a well seasoned player that plays Tajaran with claws is actually LESS lethal with the claws than a human with punches. Why? They can aim for the hands and break the bones, therefore rendering the human/ whoever it is unable to fight, and the Tajaran can just walk away (Preferably after getting them medical assistance.) without causing further damage, whereas a human for example cannot have that luxury. They actually have to come pretty damn near close to killing the opponent if they don't want to be fully lethal in the first place.
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Allow tasers to be modified into unsafe lasers
Spacemanspark replied to Wintermote's topic in Suggestions
No. -
Bulma Briefs' Amazing Journalism: SPACE NEWS
Spacemanspark replied to fludd12's topic in Stories of NSS Cyberiad
What a fun and scary round that was. -
FarmWizard's Roleplay Shenanigans!
Spacemanspark replied to FarmWizard's topic in Other Entertainment
Kei can be the captain.